How to measure transform.rotation.x / y changes correctly?

I have a round plane, that rotates in x and z axis. I need to trigger a special event every time when rotation is big enough.

Problem is that in one side it’s from 0 to 90, while in other side it’s 270 to 360.

using UnityEngine;
using System.Collections;

public class Contrr : MonoBehaviour {

	
	
	public float speed = 100f;
	public float startRotation;
	public float newRotation;
	private Vector3 Line1;
	private Vector3 NewVector;
	public float stackX;
	public float stackY;
	public Vector3 mousePos;
	public Vector3 mousePosZero;
	public GameObject Scene;
	public float SceneX;
	public float SceneZ;

	
	
	
	void Start () {
		GameObject Scene = GameObject.FindGameObjectWithTag ("Scene");
		**if (Scene.transform.rotation.x > 270) {
			SceneX = 360 - Scene.transform.rotation.x;
		}
		

		if (Scene.transform.rotation.z > 270) {
			SceneZ = 360 - Scene.transform.rotation.z;
		}
		
		if (Scene.transform.rotation.x < 90) {
			SceneX = Scene.transform.rotation.x;
		}
		
		if (Scene.transform.rotation.z < 90) {
			SceneZ = Scene.transform.rotation.z;
		}

		startRotation = SceneX + SceneZ ;**
		
	}
	
	void FixedUpdate () {
	
			
			mousePos = Input.mousePosition;
			mousePos.x -= Screen.width/2;
			mousePos.y -= Screen.height/2;

			GetComponent<ConstantForce> ().force = new Vector3 (mousePos.x * 400, 0f, mousePos.y * 400 );



		
			GameObject Scene = GameObject.FindGameObjectWithTag ("Scene");
			**newRotation = SceneX + SceneZ;**


			**if(Scene.transform.rotation.x>270){
				SceneX = 360-Scene.transform.rotation.x;}


			if(Scene.transform.rotation.z>270){
				SceneZ = 360-Scene.transform.rotation.z;}

			if(Scene.transform.rotation.x<90){
				SceneX = Scene.transform.rotation.x;}

			if(Scene.transform.rotation.z<90){
				SceneZ = Scene.transform.rotation.z;}
			

			if ( newRotation + 5 < startRotation ) {
				GetComponent<Rigidbody> ().AddForce(transform.forward * 2000, ForceMode.Impulse);
				print ("Booyaa");
			
			}**
	
			**startRotation = newRotation;**


			**if(startRotation < newRotation){
				startRotation = newRotation;}**
			
			
			
	 }	
}
}

The transform.rotation property represents a Quaternion. They work differently from what you appear to expect. Simply said, without going into detail, it’s some kind of complex number with 4 components, all in the range of [0,1].

Instead, try to use transform.rotation.eulerAngles. That’s a representation of the quaternions in euler angles and that’s also what you see in the inspector.